Survival Mode Full Overview (Confirmed by Bethesda)

Post » Fri Feb 26, 2016 6:06 pm


I think it's more like 4 or 5 minutes. And I'm betting there will be a sleeping bag you can craft ... either as part of the update or a mod.



I just think people should have a choice in features they can toggle on or off and not have those features all-or-nothing.



Look. I think within days, if not sooner, there will be mods I can use to put those features into any Difficulty level, not just Survival.



But not everyone can or will want to use those mods. Then there is the possibility of those mods not being maintained and an update makes them unusable. An official toggle option is best.

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Lilit Ager
 
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Post » Sat Feb 27, 2016 7:43 am

https://www.youtube.com/watch?v=suyJS_fNlTk



As always gopher speaks for me :P

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ONLY ME!!!!
 
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Post » Fri Feb 26, 2016 9:58 pm

the modding community would have done a much better job than this mess really



manual and quicksave disabled i really feel sorry for the console users who are going to loose 2 or 3 hours of game play because of one of the most idiotic gamemechanics ever




and seems like every raider armed with a plastic spoon will be able to kill you instantly while they probably can survive a doern of mininukes



well done bethesda you just ruined survuval mode

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Ben sutton
 
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Post » Sat Feb 27, 2016 2:52 am

beth needs to update the achievement list if most of these ideas will be added.

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Jessica Stokes
 
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Post » Sat Feb 27, 2016 1:50 am

On a side note: there will be no fast traveling between settlements? This'll make it hard to harvest all your crops and stuff if you have only a couple settlements and they're spread out everywhere.

Also, swimming to spectacle island every time sounds like a [censored]
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Andrew Lang
 
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Post » Sat Feb 27, 2016 1:27 am

I like this idea.

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Chenae Butler
 
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Post » Fri Feb 26, 2016 10:18 pm

i like the idea that saving should follow the same rukes as fast travel



pretty sure there will be mods to correct this feature within minutes of the release of this mod


also would have prefered a survival mode without turning every enemy into a bulletsponge

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Sophie Morrell
 
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Post » Sat Feb 27, 2016 12:47 am


No bullet sponge. Your attacks do more damage and so do everyone else's, plus you have "Adrenaline" after that.



Only issue I have with the saving mechanics, we should get the save option separate from sleeping. Taking catnaps is okay, though. I'm willing to give this a better shot than most others, it seems - I feel like a few opinions might be swayed if they just tried it. I know I'll have to think harder on my decisions to attempt a speech check, pickpocket, or, oh gawd, do the Hole in the Wall quest. Would also be pretty neat to "prepare" for a challenge by building up Adrenaline, although I bet we won't be able to keep up our Wellness by only taking catnaps.

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Richard
 
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Post » Fri Feb 26, 2016 5:53 pm

This seems fantastic! I honestly can not wait for it's release, it's going to be extremely satisfying.
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Anthony Rand
 
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Post » Fri Feb 26, 2016 9:50 pm

indeed i was wrong there



still while i like alot of the changes i think it would have been better if this was available for all difficuklty levels as it was in NV



the no save till sleep is still complete idiotic tho and i fel that alot of these features should be optional and not forced upon the player

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Kristina Campbell
 
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Post » Sat Feb 27, 2016 3:54 am

I think many people are forgetting this is just what they've currently got planned, and that they plan on changing it depending on feedback. They've already said that this mode will be extensively Beta tested before official incorporation. The best thing to do if you're not keen on something on this list is to sign up for the Beta, give it a fair chance, and then post the feedback.



Until then it's just speculation. Much of it fairly logical, understandable and probably correct, but still just speculation. I say give it an honest chance, then rip it apart. I for one am just glad they're doing this, and want them to continue doing things like this. I too am apprehensive about the saving thing, but I'm not going to write it off out of hand without giving it a chance.

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Sxc-Mary
 
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Post » Sat Feb 27, 2016 3:47 am

Loving the save on sleep only and all the butthurt here makes it even sweeter! I'd also would've preferred for adrenaline to go down even on one hour sleep. In fact even better would be if adrenaline started to slowly go down a minute after combat ends. Cripple healing seems a bit too easy to me as well, rare doctor's bag or stimpak+2wood+1cloth+1leather for a makeshift cast or something like that would've been my suggestion. Resources (ammo, stims etc.) are way too common in the game so I'm hoping they'll do something about that too. But as Daiyus said, that's what beta forums are for!

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Lou
 
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Post » Fri Feb 26, 2016 10:24 pm


With companion's going home if they don't get stimmed, and more lethal damage in general, I think there's suddenly a lot more value in Stimpaks (and they're at least hard to come by early on) where we'd want to save them for damaged limbs (or at least keep some on standby in case of emergency). They might get away with just halving Stimpak drops on top of it all, but I think that's something that has to be decided in beta.



I sincerely hope the companions-go-home-if-not-healed mechanic doesn't apply to robots... since, you know, we can't heal them. Codsworth might become even more valuable as a companion in that case.

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Claire Lynham
 
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Post » Sat Feb 27, 2016 12:56 am


So, what's the deal to invest in Strong Back perk? I just wasted my points.


And what's so immersion breaking in those fast travels that must be removed? Everyone can choose to use it or not.

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CHANONE
 
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Post » Fri Feb 26, 2016 11:55 pm


Strong Back is still really useful, even without fast travel - and as someone who doesn't fast travel, it's seriously not that bad once you get used to the different pace. My guess is, the last rank - which specifically has to do with fast-travel, will eliminate the additional penalties (Endurance/Agility reduction, leg damage) that Survival adds.

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Solina971
 
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Post » Sat Feb 27, 2016 8:17 am

I don't get the fuzz about save on sleeping. You have settlements that are conveniently scattered all over the map plus a ton of free beds everywhere. Lot's of savepoints available. Raiding a dungeon becomes a bit more dangerous but even there you can find beds. Duh!

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Amy Melissa
 
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Post » Fri Feb 26, 2016 6:41 pm

I must say, I'm quite excited about it (some features less than others) and as I thought it would it will be replacing the current survival mode. I especially like the part about taking and receiving more damage, I was wishing for this. There's also sleeping bags, so the new save function won't be to annoying :P


I wish they would have introduced a new limb healing system, stimpaks are already to abundant and I was hoping broken limbs would only be healed by a doctor or using different junk parts+a stimpak to heal your limbs (like a doctor bag from NV but crafted with your own supplies - always found the doctors bags a bit strange in NV but atleast they were hardet to get than stimpaks). I want to experience those limp animations! There are animations for that, right? I've almost never broken a limb and when I do I'm usually at very low health so I instantly use a stimpak (and it goes away).


Personally I'm not a big fan of the ammo weight. I do like it some ways but it's already a pain organizing my inventory but I guess I just have to get better at it. It certainly is more realistic this way, we still can carry ALOT compared to what's realistic. When I'm playing on a survival mode like this it's nice to have a bit more touch of realism.


Overall I'm very suprised by the amount of new mechanics like adrenaline, fatigue or companion healing - positively suprised. Didn't expect Bethesda to try this hard to be honest.
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Sian Ennis
 
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Post » Fri Feb 26, 2016 5:42 pm

I'm totally stoked for this release and love all the changes! Probably will need a little tweaking here and there (heavy weapons need a good buff due to the ammo weight issue, strong back perk needs an update, the institute relay it OP if it allows fast travel anywhere, etc) but overall it's solid.



I can't believe all the moaning about fast travel; you can walk across the entire map in less than 15 minutes, Vertibirds are available relatively early, and it makes settlements actually useful.



Now the save thing I can totally understand some people having issues with. I think they are overblown though, holding judgement until we see if 1) autosave going in and out of zones still works 2) how the whole sleeping / immersion thing feels in practice.



Kudos Bethesda! You guys are doing an amazing job with FO4, keep it up!

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Melly Angelic
 
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Post » Sat Feb 27, 2016 4:03 am

I think all of the new restrictions are a huge step in the right direction. Not a big enough one IMHO, but I'll take it and be happy with it. The net effect of these new restrictions is that the player will be forced to pay more attention to:



1. His or her surroundings;



2. Proper planning prior to leaving base. As in the route you plan to take, friendly locations along that route where you can go in the event of any unforeseen problem, your carry weight upon departure, and what you'' give your companion.



3. Settlement development to provide a local base of operations.



This is just for starters. My bet is that those who decide to play a game through to the end on survival mode will pay far greater attention to detail and will master the new settings.

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Nomee
 
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Post » Sat Feb 27, 2016 9:01 am

Wow, so much salt. GG Bethesda, I'm actually pretty excited & can't wait for the next patch to hit consoles asap.


Seriously Bethesda, No Mercy! Make people cry & run in terror from Deathclaws. It needs to happen.
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Bambi
 
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Post » Fri Feb 26, 2016 7:48 pm


Crippled limbs are intense in this game. They don't last long (they do now!), but they're so much more debilitating in this game than in the last two - getting a leg crippled slows you to a crawl, and crippled arms or head ruins your accuracy. Requiring a doctors' visit to fix that would be a nightmare.

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KRistina Karlsson
 
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Post » Fri Feb 26, 2016 11:16 pm

The new Survival Mode sounds great! At last a step in right direction, Bethesda!
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michael danso
 
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Post » Sat Feb 27, 2016 7:29 am

People want the hardcoe mode from New Vegas, and when Bethesda actually goes for it and takes it even further, people complain. Can't win against the Internet.

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Kayleigh Williams
 
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Post » Sat Feb 27, 2016 12:14 am

I just hope it will be toggleable. I don't care for it, altho it is fine others do. More options are good, but not if it is all or nothing.

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Melis Hristina
 
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Post » Sat Feb 27, 2016 9:38 am

Ah, I see I've probably experienced a vouple times. But the problem is it's simply to easy to heal. The doctor only is too much, I agree, but making it harder than just using a stimpak is something I want. Don't you agree?



Basically the limb damage just becomes pointless. Is just as if you lost a bit of extra health since it's the exact same method of healing it. I think something with a stimpak + other item = a limb healing pack would make it a bit better. That way you're sometimes not going to be able to heal it straight away and actually having to limp a bit before you can find the right material. Honestly, there's so much junk laying around everywhere if there's a good balanced recipe for it it wont be that much harder to just spend some time finding it. It would make the limb damage system a bit less forgotten.

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Shelby McDonald
 
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